WXGame/box1/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
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*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class DummyMecanimControllerExample : MonoBehaviour {
public Animator logicAnimator;
public SkeletonAnimationHandleExample animationHandle;
[Header("Controls")]
public KeyCode walkButton = KeyCode.LeftShift;
public KeyCode jumpButton = KeyCode.Space;
[Header("Animator Properties")]
public string horizontalSpeedProperty = "Speed";
public string verticalSpeedProperty = "VerticalSpeed";
public string groundedProperty = "Grounded";
[Header("Fake Physics")]
public float jumpDuration = 1.5f;
public Vector2 speed;
public bool isGrounded;
void Awake () {
isGrounded = true;
}
void Update () {
float x = Input.GetAxisRaw("Horizontal");
if (Input.GetKey(walkButton)) {
x *= 0.4f;
}
speed.x = x;
// Flip skeleton.
if (x != 0) {
animationHandle.SetFlip(x);
}
if (Input.GetKeyDown(jumpButton)) {
if (isGrounded)
StartCoroutine(FakeJump());
}
logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
logicAnimator.SetBool(groundedProperty, isGrounded);
}
IEnumerator FakeJump () {
// Rise
isGrounded = false;
speed.y = 10f;
float durationLeft = jumpDuration * 0.5f;
while (durationLeft > 0) {
durationLeft -= Time.deltaTime;
if (!Input.GetKey(jumpButton)) break;
yield return null;
}
// Fall
speed.y = -10f;
float fallDuration = (jumpDuration * 0.5f) - durationLeft;
yield return new WaitForSeconds(fallDuration);
// Land
speed.y = 0f;
isGrounded = true;
yield return null;
}
}
}